diff options
Diffstat (limited to 'source/blender/editors/space_node')
-rw-r--r-- | source/blender/editors/space_node/node_draw.cc | 31 | ||||
-rw-r--r-- | source/blender/editors/space_node/node_edit.cc | 2 | ||||
-rw-r--r-- | source/blender/editors/space_node/node_intern.hh | 2 |
3 files changed, 25 insertions, 10 deletions
diff --git a/source/blender/editors/space_node/node_draw.cc b/source/blender/editors/space_node/node_draw.cc index 7b4578e6c05..1286f6a818c 100644 --- a/source/blender/editors/space_node/node_draw.cc +++ b/source/blender/editors/space_node/node_draw.cc @@ -718,7 +718,12 @@ static void node_socket_draw_multi_input(const float color[4], const int locx, const int locy) { - const float outline_width = 1.0f; + /* The other sockets are drawn with the keyframe shader. There, the outline has a base thickness + * that can be varied but always scales with the size the socket is drawn at. Using `U.dpi_fac` + * has the the same effect here. It scales the outline correctly across different screen DPIs + * and UI scales without being affected by the 'line-width'. */ + const float outline_width = NODE_SOCK_OUTLINE_SCALE * U.dpi_fac; + /* UI_draw_roundbox draws the outline on the outer side, so compensate for the outline width. */ const rctf rect = { locx - width + outline_width * 0.5f, @@ -1060,7 +1065,7 @@ void ED_node_socket_draw(bNodeSocket *sock, const rcti *rect, const float color[ { using namespace blender::ed::space_node; - const float size = 2.25f * NODE_SOCKSIZE * scale; + const float size = NODE_SOCKSIZE_DRAW_MULIPLIER * NODE_SOCKSIZE * scale; rcti draw_rect = *rect; float outline_color[4] = {0}; @@ -1081,7 +1086,7 @@ void ED_node_socket_draw(bNodeSocket *sock, const rcti *rect, const float color[ GPU_program_point_size(true); immBindBuiltinProgram(GPU_SHADER_KEYFRAME_SHAPE); - immUniform1f("outline_scale", 1.0f); + immUniform1f("outline_scale", NODE_SOCK_OUTLINE_SCALE); immUniform2f("ViewportSize", -1.0f, -1.0f); /* Single point. */ @@ -1232,13 +1237,14 @@ static void node_draw_sockets(const View2D &v2d, GPU_blend(GPU_BLEND_ALPHA); GPU_program_point_size(true); immBindBuiltinProgram(GPU_SHADER_KEYFRAME_SHAPE); - immUniform1f("outline_scale", 1.0f); + immUniform1f("outline_scale", NODE_SOCK_OUTLINE_SCALE); immUniform2f("ViewportSize", -1.0f, -1.0f); /* Set handle size. */ + const float socket_draw_size = NODE_SOCKSIZE * NODE_SOCKSIZE_DRAW_MULIPLIER; float scale; UI_view2d_scale_get(&v2d, &scale, nullptr); - scale *= 2.25f * NODE_SOCKSIZE; + scale *= socket_draw_size; if (!select_all) { immBeginAtMost(GPU_PRIM_POINTS, total_input_len + total_output_len); @@ -1251,7 +1257,10 @@ static void node_draw_sockets(const View2D &v2d, continue; } if (select_all || (sock->flag & SELECT)) { - selected_input_len++; + if (!(sock->flag & SOCK_MULTI_INPUT)) { + /* Don't add multi-input sockets here since they are drawn in a different batch. */ + selected_input_len++; + } continue; } /* Don't draw multi-input sockets here since they are drawn in a different batch. */ @@ -1318,6 +1327,10 @@ static void node_draw_sockets(const View2D &v2d, if (nodeSocketIsHidden(sock)) { continue; } + /* Don't draw multi-input sockets here since they are drawn in a different batch. */ + if (sock->flag & SOCK_MULTI_INPUT) { + continue; + } if (select_all || (sock->flag & SELECT)) { node_socket_draw_nested(C, ntree, @@ -1383,13 +1396,13 @@ static void node_draw_sockets(const View2D &v2d, } const bool is_node_hidden = (node.flag & NODE_HIDDEN); - const float width = NODE_SOCKSIZE; + const float width = 0.5f * socket_draw_size; float height = is_node_hidden ? width : node_socket_calculate_height(*socket) - width; float color[4]; float outline_color[4]; node_socket_color_get(C, ntree, node_ptr, *socket, color); - node_socket_outline_color_get(selected, socket->type, outline_color); + node_socket_outline_color_get(socket->flag & SELECT, socket->type, outline_color); node_socket_draw_multi_input(color, outline_color, width, height, socket->locx, socket->locy); } @@ -2661,7 +2674,7 @@ static void node_draw_nodetree(const bContext &C, node_draw_link(C, region.v2d, snode, *link, true); } } - + nodelink_batch_end(snode); GPU_blend(GPU_BLEND_NONE); diff --git a/source/blender/editors/space_node/node_edit.cc b/source/blender/editors/space_node/node_edit.cc index 64f6e8bdf18..b30be6ae0af 100644 --- a/source/blender/editors/space_node/node_edit.cc +++ b/source/blender/editors/space_node/node_edit.cc @@ -89,7 +89,7 @@ struct CompoJob { float node_socket_calculate_height(const bNodeSocket &socket) { - float sock_height = NODE_SOCKSIZE * 2.0f; + float sock_height = NODE_SOCKSIZE * NODE_SOCKSIZE_DRAW_MULIPLIER; if (socket.flag & SOCK_MULTI_INPUT) { sock_height += max_ii(NODE_MULTI_INPUT_LINK_GAP * 0.5f * socket.total_inputs, NODE_SOCKSIZE); } diff --git a/source/blender/editors/space_node/node_intern.hh b/source/blender/editors/space_node/node_intern.hh index 6b5beb6c0d6..319f97e57f5 100644 --- a/source/blender/editors/space_node/node_intern.hh +++ b/source/blender/editors/space_node/node_intern.hh @@ -104,6 +104,8 @@ ENUM_OPERATORS(NodeResizeDirection, NODE_RESIZE_LEFT); #define NODE_HEIGHT(node) (node.height * UI_DPI_FAC) #define NODE_MARGIN_X (1.2f * U.widget_unit) #define NODE_SOCKSIZE (0.25f * U.widget_unit) +#define NODE_SOCKSIZE_DRAW_MULIPLIER 2.25f +#define NODE_SOCK_OUTLINE_SCALE 1.0f #define NODE_MULTI_INPUT_LINK_GAP (0.25f * U.widget_unit) #define NODE_RESIZE_MARGIN (0.20f * U.widget_unit) #define NODE_LINK_RESOL 12 |